While I'm proud of the work I do on Star Trek Online, the way we've made ships for the game hasn't really changed in the last 10 years. I wanted to stretch myself and do a high-low bake workflow with substance painter. The "ghost trap" from Ghostbusters seemed like a simple project to start with that still had plenty of interesting detail and opportunities for texture. It was not without headache, but I'm happy with how it turned out and I learned a lot!